More theming.
  • Fixed gamemode logic breaking after BLU wins a round.
  • Added fence to give A route more cover.
  • Added indoor area for C route.
  • More detailing in RED spawn
  • Increased brightness of environment light.
  • Increased cap times for A, B and C from 2 to 2.5 seconds.
  • Increased start time from 5 to 8 minutes.
  • Added forcerespawn for RED when D opens (again).
  • Changed sizes of some pickups.
  • Fully clipped roof over top route to C.
  • Moved RED spawn door for B exit forward.

And I STILL need to find a way to fix the UI. Probably the last thing to do before I move on to beta if all goes well. Geez, and I still have months left before the deadline. No way making this map is gonna go this smooth, something has to go wrong at some point… Hopefully not.
  • Added new skybox buildings.
  • Added some more custom textures.
  • Added 3D skybox (still in progress).
  • Added a couple original custom textures.
- Added some more theming outside RED spawn.
  • Removed stupid fucking shitass roof over A route.
  • Removed dumbfuck crap RED spawn door that unlocked when D opened up.
  • Reverted cap times on A, B and C back to 2 seconds, and decreased added time on cap to 30 seconds.
  • Added extra one way route towards C out of BLU spawn.
  • Started reworking outdoor theming around RED spawn/C.
  • Extended nobuild trigger to contain the entirety of BLU's indoor setup area.
  • Widened lower route into C for BLU.
  • Reworked C main attack route to give BLU more space and make it less chokey.
  • Added some extra scenery near C.
  • Hid part of vent models with misleading collisions inside brushes.
  • Sloped down roof over A route to make the jump onto it easier for BLU and make it harder for RED to get to sniper's nest.
  • Changed skybox (courtesy of DaBeatzProject: https://tf2maps.net/downloads/sky_goldnight_01.421/).
  • Adjusted lighting and added subtle fog.
  • Fixed sun so it actually shows up now.